python从入门到实践外星人大战 已研究两天有余。。求大神
问题是这样子的 左右移动正常 只要一按下space就报错 AttributeError: 'pygame.Surface' object has no attribute 'rect'
不太懂 请大神鉴别 以下是代码
settings.py
class Settings():
def __init__(self):
self.screen_width = 1200
self.screen_height = 600
self.bg_color = (230,230,230)
self.ship_speed = 1.5
self.bullet_speed = 1
self.bullet_width = 3
self.bullet_height = 15
self.bullet_color = 60,60,60
ship.py
import pygame
class Ship():
def __init__(self,ai_settings,screen):
"""初始化飞船并设置其初始位置"""
self.screen = screen
self.ai_settings = ai_settings
self.image = pygame.image.load('images/ship.bmp')
self.rect = self.image.get_rect()
self.screen_rect = screen.get_rect()
self.rect.centerx = self.screen_rect.centerx
self.rect.bottom = self.screen_rect.bottom
# 在飞船的属性center中存储小数值
self.center = float(self.rect.centerx)
self.moving_right = False
self.moving_left = False
def update(self):
"""根据移动标志来调整飞船的位置"""
# 更新飞船的center值,而不是rect
if self.moving_right and self.rect.right < self.screen_rect.right:
self.center += self.ai_settings.ship_speed
if self.moving_left and self.rect.left > 0:
self.center -= self.ai_settings.ship_speed
# 根据self.center来更新rect对象
self.rect.centerx = self.center
def blitme(self):
self.screen.blit(self.image,self.rect)
bullet.py
import pygame
from settings import Settings
from pygame.sprite import Sprite
class Bullet(Sprite):
"""一个对飞船发射的子弹进行管理的类"""
def __init__(self,ai_settings,screen,ship):
"""在飞船所处的位置创建一个子弹对象"""
super().__init__()
self.screen = screen
# 在(0,0)处创建一个表示子弹的矩形,再设置正确的位置
self.rect = pygame.Rect(0,0,ai_settings.bullet_width,ai_settings.bullet_height)
self.rect.centerx = ship.rect.centerx
self.rect.top = ship.rect.top
#存储用小数表示的子弹位置
self.y = float(self.rect.y)
self.color = ai_settings.bullet_color
def update(self):
"""向上移动子弹"""
# 更新表示子弹位置的小数值
self.y -= self.ai_settings.bullet_speed
# 更新表示子弹的rect的位置
self.rect.y = self.y
def draw_bullet(self):
"""在屏幕上绘制子弹"""
pygame.draw.rect(self.screen,self.color,self.rect)
game_functions.py
import sys
import pygame
from settings import Settings
from ship import Ship
from bullet import Bullet
def check_keydown_events(event,ai_settings,screen,ship,bullets):
"""响应按键"""
if event.key == pygame.K_RIGHT:
ship.moving_right = True
elif event.key == pygame.K_LEFT:
ship.moving_left = True
elif event.key == pygame.K_SPACE:
# 创建一颗子弹,并将其加入到编组bullets中
new_bullet = Bullet(ai_settings,ship,screen)
bullets.add(new_bullet)
def check_keyup_events(event,ai_settings,screen,ship,bullets):
"""响应松开"""
if event.key == pygame.K_LEFT:
ship.moving_left = False
elif event.key == pygame.K_RIGHT:
ship.moving_right = False
def check_events(ai_settings,screen,ship,bullets):
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.KEYDOWN:
check_keydown_events(event,ai_settings,screen,ship,bullets)
elif event.type == pygame.KEYUP:
check_keyup_events(event,ai_settings,screen,ship,bullets)
def update_screen(ai_settings,screen,ship,bullets):
# 在飞船和外星人后面重绘所有子弹
for bullet in bullets.sprites():
bullet.draw_bullet()
screen.fill(ai_settings.bg_color)
ship.blitme()
pygame.display.flip()
alien_invasion.py
import sys
import pygame
import game_functions
from pygame.sprite import Group
from settings import Settings
from ship import Ship
from bullet import Bullet
def run_game():
pygame.init()
ai_settings = Settings()
screen = pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height))
pygame.display.set_caption("Alien Invasion")
ship = Ship(ai_settings,screen)
#创建一个用于存储子弹的编组
bullets = Group()
while True:
game_functions.check_events(ai_settings,screen,ship,bullets)
ship.update()
bullets.update()
game_functions.update_screen(ai_settings,screen,ship,bullets)
run_game()
不太懂 请大神鉴别 以下是代码
settings.py
class Settings():
def __init__(self):
self.screen_width = 1200
self.screen_height = 600
self.bg_color = (230,230,230)
self.ship_speed = 1.5
self.bullet_speed = 1
self.bullet_width = 3
self.bullet_height = 15
self.bullet_color = 60,60,60
ship.py
import pygame
class Ship():
def __init__(self,ai_settings,screen):
"""初始化飞船并设置其初始位置"""
self.screen = screen
self.ai_settings = ai_settings
self.image = pygame.image.load('images/ship.bmp')
self.rect = self.image.get_rect()
self.screen_rect = screen.get_rect()
self.rect.centerx = self.screen_rect.centerx
self.rect.bottom = self.screen_rect.bottom
# 在飞船的属性center中存储小数值
self.center = float(self.rect.centerx)
self.moving_right = False
self.moving_left = False
def update(self):
"""根据移动标志来调整飞船的位置"""
# 更新飞船的center值,而不是rect
if self.moving_right and self.rect.right < self.screen_rect.right:
self.center += self.ai_settings.ship_speed
if self.moving_left and self.rect.left > 0:
self.center -= self.ai_settings.ship_speed
# 根据self.center来更新rect对象
self.rect.centerx = self.center
def blitme(self):
self.screen.blit(self.image,self.rect)
bullet.py
import pygame
from settings import Settings
from pygame.sprite import Sprite
class Bullet(Sprite):
"""一个对飞船发射的子弹进行管理的类"""
def __init__(self,ai_settings,screen,ship):
"""在飞船所处的位置创建一个子弹对象"""
super().__init__()
self.screen = screen
# 在(0,0)处创建一个表示子弹的矩形,再设置正确的位置
self.rect = pygame.Rect(0,0,ai_settings.bullet_width,ai_settings.bullet_height)
self.rect.centerx = ship.rect.centerx
self.rect.top = ship.rect.top
#存储用小数表示的子弹位置
self.y = float(self.rect.y)
self.color = ai_settings.bullet_color
def update(self):
"""向上移动子弹"""
# 更新表示子弹位置的小数值
self.y -= self.ai_settings.bullet_speed
# 更新表示子弹的rect的位置
self.rect.y = self.y
def draw_bullet(self):
"""在屏幕上绘制子弹"""
pygame.draw.rect(self.screen,self.color,self.rect)
game_functions.py
import sys
import pygame
from settings import Settings
from ship import Ship
from bullet import Bullet
def check_keydown_events(event,ai_settings,screen,ship,bullets):
"""响应按键"""
if event.key == pygame.K_RIGHT:
ship.moving_right = True
elif event.key == pygame.K_LEFT:
ship.moving_left = True
elif event.key == pygame.K_SPACE:
# 创建一颗子弹,并将其加入到编组bullets中
new_bullet = Bullet(ai_settings,ship,screen)
bullets.add(new_bullet)
def check_keyup_events(event,ai_settings,screen,ship,bullets):
"""响应松开"""
if event.key == pygame.K_LEFT:
ship.moving_left = False
elif event.key == pygame.K_RIGHT:
ship.moving_right = False
def check_events(ai_settings,screen,ship,bullets):
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.KEYDOWN:
check_keydown_events(event,ai_settings,screen,ship,bullets)
elif event.type == pygame.KEYUP:
check_keyup_events(event,ai_settings,screen,ship,bullets)
def update_screen(ai_settings,screen,ship,bullets):
# 在飞船和外星人后面重绘所有子弹
for bullet in bullets.sprites():
bullet.draw_bullet()
screen.fill(ai_settings.bg_color)
ship.blitme()
pygame.display.flip()
alien_invasion.py
import sys
import pygame
import game_functions
from pygame.sprite import Group
from settings import Settings
from ship import Ship
from bullet import Bullet
def run_game():
pygame.init()
ai_settings = Settings()
screen = pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height))
pygame.display.set_caption("Alien Invasion")
ship = Ship(ai_settings,screen)
#创建一个用于存储子弹的编组
bullets = Group()
while True:
game_functions.check_events(ai_settings,screen,ship,bullets)
ship.update()
bullets.update()
game_functions.update_screen(ai_settings,screen,ship,bullets)
run_game()
...全文
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